“Any character that has a different look, voice, mechanics or way of moving requires more work. But that’s not a reason not to do something. We create lots of different characters with lots of different movements.”

In addition to technical issues, the reasons given for gender imbalance in the game world can include psychology, financial justifications and — perhaps — sexism.

Yet such excuses don’t seem to be holding up anymore when one considers the state of the industry: Audiences for games are changing, the latest generation of consoles is more powerful than before and games have ballooned into a $21 billion business.

“Our industry is strongest when it appeals to the broadest possible audience,” said Michael Gallagher, president and CEO of the Entertainment Software Association, which organizes the expo.

Many in the industry think the problem stems from the game-makers themselves, who are mostly men.

Women make up 12 to 18 percent of the industry, said Van Sickle of Women in Games, and many game developers and publishers have problems finding and retaining female employees.

“My thesis is that it’s a male-dominated business,” Soderlund said. “I’m not sure that flies, but I think it overall may have something to do with it. .?.?. I’m just happy that we have a game with a female heroine.”